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// Copyright 2020 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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2014-04-09 03:11:21 +04:00
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// Refer to the license.txt file included.
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2013-10-02 03:10:47 +04:00
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2014-04-09 03:11:21 +04:00
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#pragma once
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2013-10-02 03:10:47 +04:00
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2020-02-25 05:04:12 +03:00
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#include <atomic>
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2018-08-06 05:07:28 +03:00
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#include <chrono>
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2016-09-20 18:21:23 +03:00
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#include <functional>
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2019-11-27 05:48:56 +03:00
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#include <memory>
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2019-06-15 17:12:41 +03:00
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#include <mutex>
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2019-09-10 04:37:29 +03:00
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#include <optional>
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2015-01-06 04:17:49 +03:00
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#include <string>
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#include <thread>
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#include <vector>
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2016-09-20 18:21:23 +03:00
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#include "common/common_types.h"
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#include "common/spin_lock.h"
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#include "common/thread.h"
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#include "common/threadsafe_queue.h"
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#include "common/wall_clock.h"
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#include "core/hardware_properties.h"
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2015-01-06 04:17:49 +03:00
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2019-02-12 20:32:15 +03:00
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namespace Core::Timing {
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/// A callback that may be scheduled for a particular core timing event.
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using TimedCallback = std::function<void(u64 userdata, s64 cycles_late)>;
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/// Contains the characteristics of a particular event.
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struct EventType {
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EventType(TimedCallback&& callback, std::string&& name)
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: callback{std::move(callback)}, name{std::move(name)} {}
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/// The event's callback function.
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TimedCallback callback;
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/// A pointer to the name of the event.
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const std::string name;
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};
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/**
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* This is a system to schedule events into the emulated machine's future. Time is measured
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* in main CPU clock cycles.
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*
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* To schedule an event, you first have to register its type. This is where you pass in the
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* callback. You then schedule events using the type id you get back.
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*
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* The int cyclesLate that the callbacks get is how many cycles late it was.
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* So to schedule a new event on a regular basis:
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* inside callback:
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* ScheduleEvent(periodInCycles - cyclesLate, callback, "whatever")
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*/
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class CoreTiming {
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public:
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CoreTiming();
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~CoreTiming();
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CoreTiming(const CoreTiming&) = delete;
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CoreTiming(CoreTiming&&) = delete;
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CoreTiming& operator=(const CoreTiming&) = delete;
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CoreTiming& operator=(CoreTiming&&) = delete;
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/// CoreTiming begins at the boundary of timing slice -1. An initial call to Advance() is
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/// required to end slice - 1 and start slice 0 before the first cycle of code is executed.
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void Initialize(std::function<void(void)>&& on_thread_init_);
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/// Tears down all timing related functionality.
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void Shutdown();
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/// Pauses/Unpauses the execution of the timer thread.
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void Pause(bool is_paused);
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/// Pauses/Unpauses the execution of the timer thread and waits until paused.
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void SyncPause(bool is_paused);
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/// Checks if core timing is running.
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bool IsRunning() const;
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/// Checks if the timer thread has started.
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bool HasStarted() const {
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return has_started;
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}
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/// Checks if there are any pending time events.
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bool HasPendingEvents() const;
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/// Schedules an event in core timing
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void ScheduleEvent(s64 ns_into_future, const std::shared_ptr<EventType>& event_type,
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u64 userdata = 0);
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void UnscheduleEvent(const std::shared_ptr<EventType>& event_type, u64 userdata);
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/// We only permit one event of each type in the queue at a time.
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void RemoveEvent(const std::shared_ptr<EventType>& event_type);
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void AddTicks(std::size_t core_index, u64 ticks);
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void ResetTicks(std::size_t core_index);
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/// Returns current time in emulated CPU cycles
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u64 GetCPUTicks() const;
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/// Returns current time in emulated in Clock cycles
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u64 GetClockTicks() const;
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/// Returns current time in microseconds.
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std::chrono::microseconds GetGlobalTimeUs() const;
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/// Returns current time in nanoseconds.
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std::chrono::nanoseconds GetGlobalTimeNs() const;
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/// Checks for events manually and returns time in nanoseconds for next event, threadsafe.
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std::optional<s64> Advance();
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private:
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struct Event;
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/// Clear all pending events. This should ONLY be done on exit.
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void ClearPendingEvents();
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static void ThreadEntry(CoreTiming& instance);
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void ThreadLoop();
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std::unique_ptr<Common::WallClock> clock;
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u64 global_timer = 0;
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std::chrono::nanoseconds start_point;
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// The queue is a min-heap using std::make_heap/push_heap/pop_heap.
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// We don't use std::priority_queue because we need to be able to serialize, unserialize and
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// erase arbitrary events (RemoveEvent()) regardless of the queue order. These aren't
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// accomodated by the standard adaptor class.
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std::vector<Event> event_queue;
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u64 event_fifo_id = 0;
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std::shared_ptr<EventType> ev_lost;
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Common::Event event{};
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Common::Event pause_event{};
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Common::SpinLock basic_lock{};
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Common::SpinLock advance_lock{};
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std::unique_ptr<std::thread> timer_thread;
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std::atomic<bool> paused{};
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std::atomic<bool> paused_set{};
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std::atomic<bool> wait_set{};
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std::atomic<bool> shutting_down{};
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std::atomic<bool> has_started{};
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std::function<void(void)> on_thread_init{};
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std::array<std::atomic<u64>, Core::Hardware::NUM_CPU_CORES> ticks_count{};
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};
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/// Creates a core timing event with the given name and callback.
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///
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/// @param name The name of the core timing event to create.
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/// @param callback The callback to execute for the event.
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///
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/// @returns An EventType instance representing the created event.
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///
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std::shared_ptr<EventType> CreateEvent(std::string name, TimedCallback&& callback);
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2019-02-12 20:32:15 +03:00
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} // namespace Core::Timing
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